Mythic Sylvanas Windrunner Boss Guide

August 22nd, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

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Mythic Changes

  • Stage 1
    • Domination Arrows
      • In Mythic, if someone is pulled within 4 yards of the Domination Arrow they’re connected to, the arrow now explodes and kills anyone within 30 yards
      • Woe
        • When you get connected to a Domination Arrow, you also gain 1 stack of Woe
        • If you get connected to an Arrow, and ALREADY had a stack of Woe, you explode and deal 1300 damage to the raid, per stack of Woe you previously had
      • The Domination Arrows now always spawn in set locations
        • The swirlies will drop, and you can select players to stand near the swirlies
        • The closest player to each swirlie will be selected to be targeted by the Domination Arrow spawning there
    • Black Arrow
      • When a Black Arrow is shot and hits its target, 2 Dark Sentinel adds spawn
        • These adds each fixate a target & chase them down
        • Every 4.5s, they gain a stack of Rage
          • Increases damage dealt by 10%, and reduces effectiveness of slows by 20%
      • Black Arrow now gives Sylvanas a stack after each time it’s cast
        • Each stack causes an additional player to be targeted on subsequent Black Arrow casts
        • Each stack ALSO causes an additional Dark Sentinel to spawn
        • This means cast 1 of Black Arrow affects 1 player, and makes 2 Sentinels
          • Cast 2 will affect 2 players, and create 6 Sentinels total
          • Cast 3 will affect 3 players, and create 12 Sentinels total
  • Intermission
    • When Sylvanas hits 84% HP you enter the intermission
    • Here, she’ll spawn 19 swirlies for Domination Arrows, meaning your entire raid except 1 person will get hit
      • The swirlies are in set locations again here
      • Once the arrows spawn, basically all the Woe stacks on your raid will explode. There’s 24 previous stacks to this point, so the explosion will be massive
    • Rive
      • Instead of a single line each cast like in heroic, there’ll be 5 lines for each cast
      • The lines will be parallel to each other, with safe spots in between
      • Each line drops swirlies to dodge
      • You’ll get 9 sets of lines
    • After set 9 of the lines, you’ll have the Banshee’s Wail like on heroic, then the cinematic that hopefully you’re skipping, then Stage 2
  • Stage 2
    • The major change here is that the raid needs to split up twice
    • Leaving from Platform 1, half the raid goes left with Jaina, half the raid goes right with Thrall
      • Each side moves to their own next platform, and needs to deal with adds
        • Each side will have 2 Mawforged adds to deal with
        • Left gets a Souljudge and a Goliath
        • Right gets a Summoner and a Goliath
      • If at any point, a Mawforged add does not have anyone on their platform, they cast Hymn of the End, dealing 2700 Shadow to the raid every second
    • Once each side has defeated their adds, Jaina and Thrall will make a bridge to Platform 4, where the entire raid will meet back up & get to DPS Sylvanas for 40 seconds
    • After the 40s is up, the raid splits up again, with half going left half going right
      • On the Left side new platform, there’s a Mythic-Only add
        • Mawforged Colossus
          • Filth
            • Frontal cone ability at the tank, deals 38k Shadowstrike damage
            • Also increases damage taken by subsequent casts of Filth by 30% for 30s, stacking
          • Expulsion
            • Puts a circle around 2 random players on the Colossus’s platform
            • Each circle acts like a meteor ability, dealing 88k split evenly among everyone hit
            • Each circle deals damage twice, 3 seconds after application and then another 3 seconds later
        • The left side will only have the Colossus, no other adds
      • The right side has a Souljudge and a Summoner
    • Once both sides kill their adds, new bridges for to Platform 7, where you’ll meet up again and get 40 seconds to burn Sylvanas
  • Stage 3
    • Banshee’s Blades
      • Sylvanas will sometimes replace Banshee’s Heartseeker with Banshee’s Blades
      • This will do 4 total attacks over 1.5 seconds
      • Each attack does 7k Physical and 19k Shadow, so combined before mitigation, 28k Physical and 76k Shadow damage over 1.5 seconds
    • Merciless
      • Soak circles appear on the platform you’re currently fighting on that explode after a few seconds
      • If any circles go unsoaked, the raid wipes
      • These only occur on Platforms 2 and 3, and will happen twice on each of those platforms
      • There’ll be 2 circles each time on Platform 2, and 4 circles each time on Platform 3
    • Death Knives
      • These work a bit differently on mythic
      • Instead of starting at the boss, and having a bunch of lines shooting out from her, they instead will start from 3 random players
      • Lines will form from all 3 targeted players, and after 4 seconds, Knives will be thrown down every line
      • Anyone hit will explode, applying a DoT to anyone within 3 yards
        • DoT ticks for 19k Shadow per second for 9 seconds
        • Having someone fail this will almost certainly kill people

Strategy

  • Comp – 2 tanks, 4 healers & 14 DPS
  • Stage 1
    • Windrunner and Veil of Darkness are handled like in heroic – don’t stand in bad things. Simple as that. Move out of swirlies for Windrunner, and out of the giant circle for Veil
    • Tanks need to make sure they have Active Mitigation up for Ranger’s Heartseeker. It hurts like hell on mythic, and some classes of tanks have a tendency to go splat (*cries in prot paladin*)
    • Domination Arrows
      • Handling these properly is really the key. The location of the Arrows is set on mythic, see images below:
      • Set 1

      • Set 2

      • Set 3

  • Since the locations are pre-set, and the Arrows will always target the closest available players, you can choose who gets targeted each time
  • The entire raid should be stacked directly between the two Arrow locations
    • Your raid leader call out who should be targeted, focusing on players with stacks of Barbed Arrow
      • Remember, being targeted by the Domination Arrow’s chain will remove any stacks you have of Barbed Arrow, so by prioritizing these people for Domination Arrows you’ll remove a large amount of DoT damage on the raid throughout the phase
    • These assigned players should move ~5 yards closer to their assigned set of arrows, either right or left. This way, the assigned people are positioned to be closer than the rest of the raid, ensuring they’ll be the ones targeted
  • Once the Arrows actually come out, blow them up ASAP
  • For Black Arrow, if you’re targeted, make sure you run to the edge
    • The second and third casts of Black Arrow, the impact explosions for the additional targets will be about 3 seconds apart
    • You should ensure all targets run to roughly the same spot, so the adds are grouped up
    • As the adds spawn, throw slows on all of them and all DPS should swap ASAP
    • These things melee extremely hard, so if one reaches its target, that player is likely to go splat
    • These are grippable, can be knocked back, can be stunned, etc, so use whatever tools you can to keep them from reaching the raid while you nuke them down
    • The final set is the hardest, being that there’s 12 of them. We recommend absolutely ensuring you have at least 1 knockback for this group
      • One thing we found helpful was Ring of Frost to help get them grouped up, then a knockback or Ring of Peace
      • All DPS should be hard swapping to the final set, these things absolutely need to die ASAP
  • As the boss’s HP gets closer to 84%, hold back a bit. To help things line up later in the fight, you want to push right after the Veil of Darkness Sylvanas starts casting at 3:15
  • Intermission
    • In the image below, each purple circle is the location of some Domination Arrows, and how many are at that location. The STAR is our recommended stack point for the raid

  • The entire raid should be stacked tightly on Star, and you should pop 2+ DR CDs, like Barrier, AMZ, or Devo Aura. The initial explosion from the Woe stacks is massive, so failure to properly mitigate the damage will result in deaths and likely a wipe
  • Once the initial explosions are complete, there’s still a massive amount of damage going out from the ticking damage the raid takes being connected by a chain
    • Healers need to continue pumping hard, and will likely want a throughput CD here
  • The DPS should blow up the Arrows as quickly as possible, or eventually the healers will fall behind and people will die
  • As you’re finishing the Arrows, Rive casts will start
    • This is pretty straightforward, don’t eat a giant freaking missile to the face, don’t stand in swirlies
  • When all 9 Rives have gone out, she’ll do a Banshee’s Wail, just spread out and wait for the intermission to end
  • Stage 2
    • You will want some group assignments set up for Stage 2
      • For the first time the raid splits, just have 10 people go each side
        • 1 tank, 2 healers, and 7 DPS per side
      • For the second raid split, the people going Left will be fighting the Colossus, which is pure single target
        • As such, send 9 people over – 1 tank, 2 healers and 6 dps
        • Have your best single target DPS go left, folks like Boomkins
        • Everyone else goes right
    • As you begin the stage, you’ll split up with group 1 going left, group 2 going right, running to platforms 2 and 3, respectively
      • Focus DPS on the big Mawforged adds, with cleave damage killing the Mawsworn
        • The smaller Mawsworn can still kill you when they do their overhead smash. Don’t get bonked by that
      • You will have Sylvanas casting Veil of Darkness periodically throughout Stage 2. Make sure to move out of the circles – DO NOT GET HIT
      • Not really much else to say about these two platforms. Don’t use CDs on this platform, you’ll need them for the second set of add platforms
      • As you’re running both TO this set of platforms, and FROM this set to Platform #4, the boss will be shooting Haunting Waves at you from various points
        • Don’t get hit by these unless absolutely necessary. The damage from the DoT creates unnecessary stress on your healers
    • After the adds on Platforms 2 and 3 die, you’ll run down the new bridges and meet up as a raid on Platform 4, where you get 40 seconds to burn Sylvanas
      • Do not use DPS CDs here
      • Make sure you don’t forget to interrupt Ruin as you arrive, or you’ll wipe
      • About 10 seconds after engaging Sylvanas here, she’ll throw out another Haunting Wave cast, don’t get hit. Just sidestep these
      • About 18 seconds in, she’ll disappear and cast Veil of Darkness
        • Everyone in the raid should stack near where Sylvanas started
        • Have a Warlock Gateway going from that point, further up the platform
        • As soon as the Veil circles appear on the ground, the raid should take the Gateway to get out of the circles
      • About 38 seconds in, you’ll get another Haunting Wave
      • This is followed almost immediately by the boss going immune and casting Banshee’s Wail. Spread out, don’t overlap circles
        • While you’re spreading for circles, you should be running up the platform, towards where the next 2 bridges spawn
    • As the next bridges spawn, you’ll split up again. The Single-target focused Colossus team goes left, the rest of the raid goes right
      • All DPS should pop their CDs on their platforms here, and annihilate the adds as quickly as possible
      • On the right-hand side, you have a Souljudge and a Summoner
        • Blowing up Orbs is absolute #1 priority for DPS, they need to die as quickly as possible to reduce their explosion damage
        • Healers will want to use a CD for the second set of orbs as they explode
        • There’s a lot of damage going out on this side, so healers really need to be dialed in. The group here should be helping however they can
      • On the Colossus side, you’ll have two meteor circles out at a time
        • To help counter this, we recommend everyone stand in melee range with the tank. This way, the meteor damage is split between all 9 players on the side, making it reliably healable
        • Tank needs to ensure they move and turn the boss away during the Filth cast. DO NOT HIT THE RAID WITH THIS
      • As you’re DPSing your adds, the boss will cast Veil of Darkness, so ensure you move out of the circle
    • Once all the adds die, each side gets a new bridge to Platform 7, with another Sylvanas burn waiting for you
      • Dodge the Haunting Waves on the way
      • Don’t forget to interrupt Ruin
      • You’ll have the same abilities as the first burn from earlier, on the same timers
      • Use a Gateway for Veil of Darkness, dodge Haunting Waves, nuke the boss
      • After 40 seconds the boss goes immune again and casts Banshee’s Wail. Just spread out, don’t overlap circles. Onto Stage 3
  • Stage 3
    • Stage 3 is completely scripted, so you can pre-plan just about everything. The abilities used on each platform actually slightly differ, so we’ll just go through the progression of abilities
    • Platform 1
      • First up is a set of Banshee’s Bane puddles, cast about 5 seconds into the platform
        • In general, anytime there are puddles on the ground, your tanks should run over them and pick them up
        • Dealing with a DoT on a tank is much less harmful than losing area on a small platform
      • About 12 seconds in, you’ll get a Veil of Darkness
        • Pre-spread when this is about 3 seconds away from being cast, make absolutely sure you aren’t standing too close to someone else
        • 3 people will be targeted and hit by Veil
        • As soon as the debuffs go out, everyone should collapse into melee to spread the stacks out, and healers should pump through the absorbs to clear the debuffs
          • If you do this correctly, you’ll just end up with 18 players each having 1 stack, which is fairly easy to heal through
      • About 26 seconds in, the boss will cast Banshee’s Fury
        • When the final tick of this cast goes off, nobody can have stacks of Banshee’s bane or you wipe
        • To deal with this, as the ability is being cast, your tanks should run to corners of the platform, opposite of the side you’ll be jumping off when the Raze happens later
        • As soon as the tank gets to the corner, call for a dispel, and a healer should dispel ASAP
        • This’ll plop the puddles down in the corner, and the tank needs to run back to the group quickly to avoid picking a stack back up
        • You should also have a priest cast Mass Dispel, timed so the cast finishes about Âœ a second before the Banshee’s Fury finishes. This is a nice last-ditch effort you can make to help ensure there’s no stacks on the raid
        • You’ll always want a healer CD for Banshee’s Fury
      • About 32 seconds into Platform 1, the boss casts Raze
        • Anyone that happens to have a Banshee’s Bane debuff at this point should call for a dispel before jumping, to keep the puddle on the old platform
        • Milk DPS on Sylvanas as much as possible before jumping
    • Platform 2
      • Immediately upon landing, the boss casts Wailing Arrow
        • As in heroic, these explode a few seconds apart, so the targets should line up and hop over to the next platform about 3 seconds before exploding, land, get exploded, then jump back
        • A tank will always be one of the 3 targets
          • When this tank lands on the next platform, they should run through the whole platform and pick up every single Banshee’s Bane puddles, then jump back to the platform the rest of the raid is on
      • 12 seconds into this platform, Death Knives go out
        • The knives themselves shoot 3 seconds after the lines appear
        • The 3 targets each have 1 second to move, then THEY SHOULD PLANT THEMSELVES STILL
          • Priority with moving is to just make sure you aren’t on top of another target
          • Once the targets plant, everyone else needs to move to a safe spot. Do not get hit by a Knife, or it’ll likely cause a wipe
      • 18 seconds in, she’ll cast Banshee’s Scream
        • Same thing as Banshee’s Wail. Circles on the entire raid, just spread out
        • Circles deal damage after 5 seconds
        • Stay spread out even after the circles go away
      • About 28 seconds in (about 5 seconds after the circles explode) the boss casts Veil of Darkness. Since you stayed spread out, this is easy
        • Wait for the debuffs to hit the targets, then collapse on melee
      • As soon as Veil actually hits the targets, about 32 seconds in, two soak circles appear
        • Make damn sure these get soaked or you wipe
      • About 46 seconds into Platform 2, the boss casts Banshee’s Fury
        • As before, have the tanks drop stacks in the corners
        • Anyone else with stacks should also run to the side and get dispelled. Make absolutely sure nobody has a stack when the last tick goes off
        • Use a healer CD to keep the raid stable
      • Banshee’s bane puddles go out at 56 seconds into the platform. Tank should just run and pick them up
      • At a minute and 6 seconds into the platform, a second set of Death Knives goes out. 
      • As the Knives actually shoot, another set of Wailing Arrows starts going out. Wait for the Knives, then start jumping
      • At about a minute and 15 seconds, two more soak circles come out, get them soaked
      • At a minute and 26 seconds, another Veil of Darkness goes out, so get spread
      • At a minute and 36 seconds, the boss starts to cast Raze
        • Get every Banshee’s Bane DoT dispelled, get all the puddles on this platform so you don’t have to worry about them
        • Milk milk milk, jump at the last second
    • Platform 3
      • Right after you land, the boss will cast Banshee’s Fury, so stack under her and pop a healer CD
      • At 15 seconds in, you’ll get Death Knives
      • At 24 seconds, you’ll get a Banshee’s Scream, so spread out
      • Right after the Scream circles explode, at about 30 seconds in, 4 soak circles spawn. Make damn sure all 4 get soaked
      • At 35 seconds, Veil of Darkness occurs
        • At the exact same time, targets start being selected for Wailing Arrow
        • Spread & deal with the Veil first, then people should start jumping as necessary for Wailing Arrow
      • At 50 seconds in, the boss casts Banshee’s Bane, making a bunch of new puddles
        • 10 seconds later, at 1 minute in, the boss casts Banshee’s Fury
        • Your tanks should set up and get dispelled basically as the Banshee’s Bane is going out
        • If there are any NEW puddles in the way of the raid stacking, your tanks will need to pick them up as quickly as possible, then get to the corner and call for a dispel.
      •  At 1 minute, the Banshee’s Fury cast starts. Remember to pop a healer CD
      • At a minute 10 in, more Death Knives
      • At a minute 15 seconds in, overlapping with the end of the Death Knives, you’ll get 4 more soak circles. Make damn sure you don’t miss any, or the raid leader’s hair will go gray
      • At a minute 33, the boss casts Veil of Darkness
        • By this point, most of the platform will be covered in puddles. Your tanks will need to run around and pick up as many puddles as possible, so the raid has room to spread out
        • This means the tanks are going to be taking a huge amount of damage from so many stacks of the Banshee’s Bane DoT, so healers need to keep them healthy
      • As soon as the Veil hits, the tanks should get to the corners and get dispelled ASAP
      • Immediately following Veil, the boss will cast Raze. Milk as long as possible, then jump
    • Platform 4
      • As you’re landing on Platform 4, Wailing Arrows start coming out. 
        • This kind of sucks, as you don’t have another platform to take them to
        • To counter this, the entire raid should stack in the back-right corner from where you landed
        • Set up a Warlock Gateway towards the exact opposite corner
        • For the players with Wailing Arrow, when you’re 2 seconds from exploding, click the Gateway
        • As soon as you explode, start running back to the group
        • Repeat this for all 3 people
      • About 20 seconds after landing on Platform 4, the boss casts Banshee’s Fury
        • At the same time, Death Knives go out
        • This means you cannot just stack in the middle
        • Spread for the Death Knives, make sure nobody gets hit
        • You’ll want everyone to use a defensive here
        • As the Banshee’s Fury damage is ticking out, use a health stone or health pot, or a self heal, whatever necessary to stay alive
        • You’ll also want a healer to use a throughput CD here
      • At 30 seconds in, the boss casts Banshee’s Scream, so make sure you’re spread out
      • Immediately following the Scream circles exploding, Banshee’s Bane puddles spawn. As always it starts as swirlies, so the puddles themselves appear at about 40 seconds in
      • At 45 seconds in, the boss casts Veil of Darkness
        • Because of this overlap, your tank won’t be able to pick up puddles before the Veil. This gets really tight, so watch your feet and be spread as best you can
        • As soon as the Veil hits, stack up in melee range
      • Pop Bloodlust here and absolutely bomb into the boss
      • A minute and 5 seconds in, Wailing Arrows come out again. 
        • Have your tanks clear puddles on opposite side corners
        • Move the boss to one corner, put a Gateway down to the opposite corner
      • At a minute 1 and 15 seconds, you get Death Knives
        • These overlap with the Wailing Arrows
        • People with Arrows still need to be taking the gateway away
        • People targeted by Knives need to spread a bit, leaving safe space near the boss for the rest of the raid
        • Healers should pop at least 1 raid CD here, the Wailing Arrow damage freaking hurts
        • Use a Wind Rush Totem or Stampeding Roar here if possible, just to help with the Knife targets moving
      • At a minute and 25 seconds in, the boss casts Banshee’s Fury
        • Your tanks will need dispelled in the corners before the final tick goes off
      • From here it’s a race – immediately after the Banshee’s Fury, the boss casts Raze. Kill the boss before you all die from the Raze

Mythic Kel’Thuzad Boss Guide

August 22nd, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides

Mythic Changes

  • Stage 1
    • KT starts with 3 stacks of Necrotic Surge
    • This means you’ll start with 4 Glacial Spikes and 4 Oblivion’s Echo 
      • This still increases each subsequent Stage 1
      • Means lots more adds and lots more Spikes, making placement and planning more important
  • Remnant of KT
    • Gets new ability
    • Foul Winds
      • Pushes everyone back, away from center of the platform
    • Shadow Fissure
      • The swirlies now leave puddles on the ground after they explode
      • This means you’ll run out of room down in the phylactery after a certain period of time, and forces you to stay as a group and try to bait & consolidate the puddles
  • Stage 2 (top side during phylactery)
    • The bolts from the Banshee’s cast now freaking truck, and almost 1 shot
    • If you fail interrupts and 2-3 bolts get off you’ll have people die. This can never happen
    • Any adds that are still alive when KT reactivates, now deal 500% increased damage (up from 25% in heroic)(LOL)(this is bad)
  • Stage 3
    • Onslaught of the Damned now also spawns Frostbound Devoted adds

Strategy

  • Comp – 2 tanks, 4 heals, 14 DPS
  • Stage 1 (first time)
    • You’ll have 4 Glacial Spikes, and 4 Oblivion’s Echo, each time the abilities are cast
      • Put a marker near the front of the room, and drop all 4 Spikes on the marker. You’ll ignore these, and let them just naturally tick down and explode
      • Make sure you use 1-2 Healer CDs to keep the raid stable
    • All Oblivion Echo circles should be brought to the entrance of the room, and dropped stacked on top of each other
      • By doing this, you’ll make sure the small adds are always stacked up tightly when they spawn, making it far easier to deal with them
      • You’ll want to use things like Ring of Peace, knockbacks, Vortex, etc. Whatever keeps them near the front area and away from people
    • The downside to stacking the Echos like we recommend above, is that you won’t have them to interrupt tank adds. Oh well, interrupt them yourselves
      • Use an interrupt assignment WA if need be, you’ll want to interrupt as many casts as possible
    • Blow up the tank adds ASAP
    • Aside from just handling the mechanics, there’s one other very important part of Stage 1
      • Delay delay delay. Do not push the first Stage 2 until about 2:20 into the encounter
      • Get the boss to 4.5%, then hard stop all DPS
      • Sub 4.5%, the boss’s spell queuing stops and he just won’t cast at you
      • By doing this, you’ll give 2 and 3 minute CDs time to come back up, so you can use them at the start of the second Stage 1. This helps with spell queuing and getting through the later parts of the fight more quickly and reliably
  • Stage 2
    • You’ll want to send 4-5 DPS down with a healer into the Phylactery
      • Recommend these be the top single target DPS. 
      • 2-3 DPS should use their CDs to blast the add in the first Stage 2 
      • The remaining DPS in Phylactery should NOT use cds on the first Stage 2, and save for the 2nd Stage 2 Phylactery
      • You’ll need to feel this out a bit, and decide based on your raid team which CDs work best for each of the first 2 Phylactery burns
    • Inside the Phylactery, you’ll want the team down there to stay stacked tightly and move as a clump
      • The swirlies are targeted at random players in the Phylactery, so by staying grouped you can fully control where the puddles end up
      • Rotate around the Remnant’s platform, moving each time the swirlies appear
    • While that’s happening, the rest of the raid needs to deal with the adds
      • The Banshees are extremely dangerous. The bolts they shoot deal massive damage, near 1 shots
      • The initial cast is about 1.5 seconds, then it’s a channel
        • The first bolt shoots as soon as the 1.5s cast completes, with more bolts shooting throughout the channel
        • You want to interrupt the Banshee casts BEFORE the 1.5s completes. If you don’t, it’s likely someone dies
      • The abominations just have to be tanked. They truck, so tanks need to make sure they help keep themselves alive
        • Don’t get hit by the obvious green swirlies
    • The difficult part for Stage 2 is timing. You do not want the adds to ever respawn, and you don’t want adds alive when KT reactivates, so it’s vital you time everything properly
      • What we found was best, was to DPS the adds to below 20%, then chill
      • When the Remnant is within 10% of the target HP for the stage to end, call for DPS to go ham on the adds
        • Blast the adds, and the DPS in the Phylactery blast the Remnant
        • Ideally, the adds die about 5 seconds or so before the Remnant
        • Doing this will take a few attempts to get used to the exact timing for your raid’s DPS setup
  • Stage 1 (2nd & 3rd times)
    • The boss will start at 100 energy
    • The phase is pretty much scripted from this point on
    • About 15 seconds in, you’ll get tank adds
    • About 20 seconds in, you’ll get Oblivion Echos. There’s 5 in the 2nd Stage 1, 6 in the 3rd Stage 1
      • You should still bring all Oblivion Echo circles towards the entrance of the room, stacked up. This’ll keep the adds consolidated
    • About 30 seconds in, you’ll get Glacial Spikes. 5 in the 2nd Stage 1, 6 in the 3rd Stage 1
      • We recommend dropping 1 Spike off to the side and killing ASAP
      • The other 4 should be dropped on a pre-set location, and ignored
        • Let this group of 4 tick down naturally
        • You’ll need 1-2 healer CDs to survive the explosions and DoTs, so make sure you have them assigned
      • If you have 2 DR CDs available, you can actually get away with all 5 Spikes exploding at the same time
    • About 45 second in, you’ll get more tank adds
    • About 55 seconds in, the boss will cast Dark Evocation, rezzing all the adds
      • Since you did great and kept them all stacked up, these rezzing adds will all pop up near the front as well
      • Use knockbacks and Vortexes to keep these things at the entrance, and AoE nuke them down ASAP
    • You’ll have the spikes explode about 1:12 into the Stage. You’ll likely be finishing the adds at this point, so make sure if there’s a Barrier, AMZ, or SLT down for the explosion, you’re standing in it
    • About 1:20 in, you’ll get more tank adds
    • About 1:25 in, you’ll get more Oblivion Echos. Again, drop them in the front
    • About 1:30 in, the boss starts to cast the Howling Blizzard
      • The new circle adds will spawn during the blizzard, so do what you can to ensure they stay in the front and have your range kill them
    • We recommend not pushing the boss until after this Blizzard
      • Get him to about 4.5%, then STOP ALL DPS
      • Wait until you’ve been in the phase for 2:10 total, then push the boss into the next Stage 2
    • Repeat this exact process twice
  • Stage 2 (3rd and final occurrence, Remnant 20% > 0%)
    • Here, only send down 4 dps max
    • Everyone else should blast the adds. Remember, the aboms have double the HP as the Banshees, so focus damage on the aboms
    • Communicate between the Phylactery and the top, make sure the adds die about 5 seconds before the Remnant does
  • Stage 3
    • Pop lust immediately when Stage 3 starts
    • If you did push timings correctly, the entire raid should have 2 and 3 minute CDs up here, letting you just melt the boss’s face
    • 20 seconds into Stage 3, the boss spawns adds, including Banshees and Aboms
      • Make damn sure you interrupt the Banshees
      • You will likely want to kill 1 Banshee, but the second just use an interrupt rotation and otherwise ignore
      • Same with the Abom, don’t really worry about him
      • Just nuke DPS into the boss, blast and win
    • After the 3rd Frost Blast in Stage 3, whoever gets it should either immune if possible, or suicide
    • Ggs! Collect your loot, and let’s move on to the Banshee Queen herself

Mythic Fatescribe Boss Guide

August 22nd, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides

Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • Grim Portent
    • Stage 1 only
    • Marks 10 players, and lights up 10 runes in gray, one for each player
    • Run to whichever rune is super lit up for you
    • After 9 seconds, the runes all explode, dealing mild damage to the soakers
    • Any runes that are not soaked by the proper targets explode for massive damage to the raid, likely a wipe
    • Happens 0:45, then about 3 minutes later
  • Call of Eternity
    • The Call of Eternity targets now each spawn 5 Fate Fragment orbs when they explode
    • Older Echo of Eternity orbs now also spawn Fate Fragments when they explode
  • Exposed Threads of Fate
    • During Stage 2 and Stage 3, when the Loom is active, the Runes get a bit more dangerous
    • Whenever a player with Runic Affinity is standing on a Rune, causing it to rotate, a lazer is created from that Rune, to the center of the room
    • These lazers rotate with the Runes
    • Being hit by the lazer puts a DoT on you
      • Deals 27k damage every 3s for 12s. Don’t get hit
  • Stage 3 Rings
    • When the boss activates the Loom in Stage 3, it’ll be 4 rings to move instead of the 2 you get on heroic
    • All 4 active runes WILL create Exposed Threads of Fate, just like in Stage 2

Strategy

  • Comp – 2 tanks, 4 healers, 14 DPS
  • Stage 1
    • In stage 1, you’ll handle pretty much everything like heroic
      • Run the Call of Eternity debuffs out to the side
        • When your offtank is free, have them running into orbs
        • This’ll pop & clear them, keeping the room nice and clean for the rest of the raid
        • If absolutely necessary, a DPS can pop an orb here or there. They do about 32k damage, so make sure you’re full health or you’ll die
      • Tank runs away with Invoke Destiny
        • Kite the Shade of Destiny, and try to make it die on Fatescribe. Doing this means the smaller adds will spawn close to the boss, for easy AoE
      • Don’t get hit by Fated Conjunction
      • Focus heals on the people affected by Twisted Fate
    • The big change is the Grim Portent. 10 Runes will glow gray, and have a small gray circle around them
      • If you have the debuff, one of the 10 Runes will have a very large effect over it, kind of like Malevolence on Remnant of Ner’zhul
      • That is YOUR rune, run to that and stand in the soak circle
      • All 10 debuffed players must do this. Any unsoaked runes will likely result in a wipe
    • The one difficult thing this phase is that at about 1:20 into each Stage 1, you’ll get like a “dance,” which is Fated Conjunction cast 3 times back to back. Stay on your toes, keep your eyes open, and find the safe spots for each of the 3 sets of lazers
    • That’s honestly it for Stage 1, it’s fairly straightforward once you get used to the soaks plus the orbs floating around
  • Stage 2 – Loom
    • So the Mythic mechanic is the lazers from each Rune
    • These appear the moment someone with the Runic Affinity debuff stands on a Rune, and it starts spinning
    • While this seems like it’ll create nightmares, due to math you can actually mostly ignore it
    • No actually, for real. The play here is to have exactly 1 person get to each rune ASAP
      • Due to math, the spin speed of each ring is enough that if you’re fast enough getting to it, you’ll always have enough time to simply put 1 person on each, and let each ring go clockwise
      • By doing this, the lazers are mostly just annoying – all 6 rings will be spinning each way, so there’s no reason for anyone to need to deal with them
      • The rest of the raid stands off to the side, off all the rings, and just nukes the adds
    • You will likely want some people with immunities to take turns running through the rings and trying to clear some of the orbs. 
      • This is very much so a paladin job, since bubble also immunes you to the lazer’s DoT
    • As for the two big adds, just stack um up and nuke um down
      • They do hit kinda hard, so tanks may want to use CDs as necessary
      • Once an add dies, that tank should also help pop orbs
    • Solve the runes, kill the adds, move back into Stage 1 again
  • Rinse and repeat Stage 1 & 2 a second time
  • Stage 3
    • Lust immediately when Stage 3 starts
    • The only real difficulty of Stage 3 is the Rings activating
      • Just like before, you only need them to rotate one direction
      • However, since there’s only 4, it’s probably easier to just rotate the rings in whatever direction is the shortest distance to the target point
      • Have your raid leader call out how many people should go to each ring’s rune. Get there ASAP, turn the rings, solve the runes, and ggs
      • You’ll likely only have to do this twice
    • Outside the rings, you’re used to everything else
      • Tank runs away for the add, kites add, try to kill add on boss
      • Don’t get hit by lazers
        • You WILL get one of those “dance” sets of lazers with 3 back to back
    • Dodge bad things, don’t get hit by bad things, solve the runes, and nuke the boss

Mythic Guardian of the First Ones Boss Guide

July 27th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides
Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • If Obliterate fails to hit at least 4 people, boss loses 20 energy (of his 60 energy, so ⅓)
  • Energy Cores begin with 0 energy
    • Threat Neutralization restores energy to an Energy Core, if you directly hit the core with the explosion
    • 5 Energy per Threat Neutralization circle, meaning 15 energy per set of circles
    • 60 energy max
  • Radiant energy, the effect that reduces damage from the Energy Core pulse, now only reduces damage taken by 80%, down from 85% on heroic
  • Anyone hit by meltdown within 15 yards, now dies

Strategy

  • Let’s start with a little tidbit – this is a surprisingly easy boss for how late it is
    • Mechanically, it’s not difficult. This is a numbers check, that honestly isn’t too hard to hit
  • Bloodlust on pull
  • Comp – 2 tanks, 5-6 heals, 12-13 DPS
    • Your number of healers vs DPS will greatly depend on how geared your raid is
    • You should start with 5 healers and 13 DPS. Let 2 Purging Protocol casts go off each time, and just straight up see if you can kill the boss before you run out of time
    • If you can not, add a 6th healer, and go to 3 Purging Protocols each time. You’ll need to use 2-3 raid CDs for the 3rd Purging each time, or you’ll just straight up die
  • Energy Cores & Threat Neutralization
      • Because the Cores all start at 0 energy, the most important mechanic is charging them up
      • When the debuffs go out, all 3 people should Venn Diagram their circles around whatever energy core is assigned as the next one you’ll use
    • Make sure all 3 circles are over the energy core, so it charges up
    • Once you’ve used up all 3 Energy Cores, just move the Threat Neutralizations away from the raid so you don’t clip anyone
    • You WILL get a set of these debuffs each time you’re actively recharging the boss inside the core. You MUST still Venn Diagram the circles on the Core, as it’ll still charge the core up. Without doing this, you won’t have enough charge in the Core to fully restore the boss’s energy, greatly reducing your total DPS time

    • Dodge the Desintegrations
    • Sentries don’t really have any counterplay, but they freaking hurt. Healers need to be on their toes as people will get absolutely chunked by the bolts they throw
    • For Obliterate, you’ll want to cheese this with immunities
      • Have Tank #1, plus 3 players with immunities, soak the first Obliterate
      • Tanks then need to swap, have Tank #2 taunt and stand where Tank #1 was
        • Tank #1 moves away
        • All 3 immunity players stay where you were
        • 2nd Obliterate goes off, hits tank #2 plus the immunity players
        • You move on with your lives
    • You’ll need to assign 3 sets of immunity people, so 9 people total
    • Mages, Hunters, Paladins, Demon Hunters, etc all work
    • Purging Protocols
      • If using 5 healers
        • Pop a CD for the 2nd Purging each time, make sure you don’t let a 3rd one go off
      • If using 6 healers
        • Pop 2-3 CDs right as the 2nd Purging is about to deal damage, this way they’ll still be up for the 3rd Purging. Err on the side of too many CDs, never too few
    • If you fail any Threat Neutralizations, or any Obliterates fail to hit 4 targets, you wipe
    • And really, that’s about it. Nuke hard, dodge bad stuff, and kill the boss

Mythic Painsmith Raznal Boss Guide

July 27th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides
Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • Echos of Pain
    • Whenever a weapon throw occurs, all players with Shadowsteel Chains ALSO shoot Spikes in a cross shape
    • These spikes WILL break Traps
  • Spikes now 1 shot if hit
  • Traps also buffed – the damage taken increase is 500% now instead of 200%. Means popping 2 traps within 1.5 seconds is an instant wipe
  • During the intermission, you’ll get sets of Spiked Balls rolling from one side of the room, than the other
    • These are perpendicular to the waves of Spikes coming at you
    • The Balls have space between each of them that you can safely run to
  • During the intermissions, there will always be exactly 1 wave that does not have any openings to run through safely
    • There are 9 waves of Spikes total
    • The wave with NO opening is always wave 5
  • Shadowsteel Horrors
    • Adds spawn at the end of the intermissions, spawning from the last set of red swirlies
    • These cast Final Scream, a 12 second cast. If cast completes, you wipe
    • Cast cannot be interrupted, must kill all the adds before the casts complete

Strategy

  • Let’s preface this a bit – this encounter is the wall of this raid. You will wipe, a lot. It’s very easy for a pull to fall apart, and even easier for someone to die
    • This fight has a lot of personal responsibility. Moving the Shadowsteel Chains to the right spots, dodging spikes, placing traps properly, killing the correct Spiked Ball, etc. There’s a lot of things each player needs to learn and do properly
    • Don’t expect this to be a 15-20 pull boss. Hunker down, and take the time to learn the fight properly
  • Comp – 2 tanks, 4 heals, 14 DPS
  • Shadowsteel Chains & Spikes
    • We recommend putting 3 markers down in a diagonal line at the middle of the room

  • The Yellow, Orange, and Purple will be the locations for players affected by Shadowsteel Chains to stand on, when the boss is throwing his weapon at the tank
    • Your DBM or BigWigs should mark the players with Shadowsteel Chains. Run to the marker that matches what the addon assigns you
  • By doing this, you’ll contain the spikes to the center areas of the room, leaving yourself completely open and safe corners

  • Phase 1 – 100%-70%
    • This is the easier part of the fight. Use it to learn & practice positioning of the Shadowsteel Chains
    • During this phase, pull the boss to the bottom-left corner of the platform
    • When the tank gets targeted for the weapon throw, run to the exact opposite corner of the platform – the top-right
    • You’ll get Spiked Balls forming right after the weapon throw, so make sure you’re paying attention
      • These can spawn right in the corner your raid is at, if that happens start attacking the closest ball to the edge, kill it asap, and run through the opening
      • Backpedal as necessary so you don’t get run over
    • Drop the Flamescale Traps along the edge of the platform, in the corner the raid is standing
      • Have either the raid leader, or someone else reliable, pop them about 2 seconds apart, ensuring the raid is stable

  • It’ll take several pulls to get used to all of this, and see the variations of spikes vs spiked balls. Don’t be discouraged wiping in Phase 1, it’s just part of progging this fight
  • You should be careful about your push timing
    • A set of Spiked Balls spawns at about 1:42. You want to either push ~5s before this, OR after you’ve killed one ball and let the rest roll through the platform, around 2:00 or so
    • Basically, either beat the set of Balls, or hold DPS until you’re safely cleared from them
  • Intermission
    • Here’s where the fun begins
    • Put a warlock gateway as shown below, we’ll talk about it later

  • You’ll get two sets of Spiked Balls during the intermission, one from each side perpendicular to the waves of spikes
    • These happen between waves 1-2, and between waves 5-6
    • They roll slowly, so you’ll need to run through them several times for each wave, as needed to get to the open spots in the spikes
    • Use movement abilities throughout this phase, like Wind Rush Totem and Roar

  • Wave 5 will not have a safe spot opening
    • You’ll need to use some sort of tech to get through it
    • You can use things like Blink, Warlock Portals, Heroic Leap, and Soulshape to go through them
    • Demon Hunters can double-jump off the side of the platform, then Glide back on around the spikes
      • You can also do this with Goblin Rocket Boots, or with Disengage etc
    • Paladins can just bubble themselves
    • If you have absolutely no way whatsoever to get through this wave safely on your own, you’ll need a BoP to survive

  • As Wave 8 is coming at you, the raid should move near the southern part of the warlock gateway you set up
    • Wait until wave 9 has spawned and started moving, then the entire raid should click the Gateway simultaneously
    • This’ll shoot everyone up to that northern gateway, safely through waves 8 and 9
    • As you land, the adds will all spawn at that location, nice and cleanly grouped up for you to AoE
    • As an added benefit, as the boss jumps back onto the platform to fight you, he’ll land right in the middle of your AoE clump!

  • Phases 2&3
    • These are just repeats of Phase 1, but with the addition of the radiating Spike line from where the weapon throw lands
    • Watch your feet, make sure you step over the lines
    • There’s various times where you’ll get tight on space between the Spikes and the Balls, so be careful
    • Succeeding in Phases 2 and 3 is largely about getting used to the flow of abilities, and understanding how to adjust
    • We recommend as a baseline, that the raid be grouped in the top-left corner, with the tank bringing the weapon throw to the bottom-right corner
    • However, you may need to adjust due to Spiked Balls, forcing the raid to move down to the bottom-left corner, and the tank to go top-right
      • There really isn’t a lot to say here about that, you need to experience it a few times and get used to it
    • You should Bloodlust at the start of Stage 3, while you’re AoE’ing the adds, and then turn and blast the boss
    • Make sure whoever your Trap breaker is, is watching the debuff timer and where the spikes are. Do not under any circumstances let 2 traps explode at the same time, it’s just an instant wipe
    • This is an execution fight. It’s not necessarily difficult for to handle each mechanic, but every player in the raid will have to get used to having teh Shadowsteel Chains, where to go, how to position, how to maneuver around spikes & balls, etc. Expect a high pull count on this fight
  • Healer Stuff
    • There’s a lot of damage going out this fight, and allocating your CDs properly will help cut down on random deaths
    • In Phases 2 and 3, the weapon throws actually do substantial raid damage, so that’s the ideal time to use stuff
    • Use Raid CDs like Rally and Devo Aura for the tank weapon throws when chains are also out
      • Use location-based CDs like barrier, AMZ, or Spirit Link for weapon throws when there aren’t chains out, especially when you’re working on popping traps around the same time as the throw

Mythic Soulrender Dormazain Boss Guide

July 17th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides
Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • New add, Mawsworn Overlord
    • Larger versions of the regular adds
    • Has a circle around him. Any other adds within the circle are buffed with Defiance, making them immune to crowd control and deal 200% increased damage
      • Important note here – this does NOT REMOVE existing crowd control. It only prevents NEW crowd control
    • This add cannot be gripped or knocked back, must just be burned down
    • Additionally, if the Overlord reaches Garrosh, it grants Defiance to ALL Agonizer adds, super bad news bears
  • Torment hurts a lot more, you just die now
  • Warmonger Shackles hurt a shitload more now too, need to plan out timing of popping them
    • Hellscream is only a 25 second cast on Mythic. If a tick goes off, you’ll wipe
  • Echoing Screams got buffed, passive 4k shadow every 2 seconds to the raid
  • Ruinblade forces tank swap each cast now

Strategy

  • The primary bits of difficulty here are dealing with the adds properly, and the Warmonger Shackles. Both require a good deal of coordination.
  • Comp – 2 tanks, 5 healers, 13 DPS
  • Bloodlust on pull
  • Tanks need to swap after each Ruinblade
  • Adds
    • You’ll want to have multiple players with knockbacks and/or grips in your raid
    • As soon as the adds spawn, isolate the Overlord
      • Use those knockbacks or grips to move smaller adds away from the Overlord
      • Stack up the Agonizers, away from the Overlord
      • Stack your Brands of Torment on the Overlord, and blow it up as fast as possible

      • As soon as the Overlord dies, everyone should swap and annihilate the Agonizers
        • Bring the Brands of Torment on top of the Agonizers for the damage buff
        • You may get a Torment while you’re trying to kill adds. Keep them slowed / CC’d if this happens
    • Make sure you always have slows applied to the Agonizers
    • Utilize Brands of Torment to their fullest. Always double stack these on whatever you’re killing – the extra damage is incredibly powerful
    • As a note – you CAN hard-CC the Agonizers. Freezing Trap, Imprison, etc will work. Doing this is better than just a slow, so hard-CC them when possible 
      • You can see this in the gif above
  • Warmonger Shackles
    • Assign groups of 3 for this before you pull. You can NOT do this twice during the same fight. 
      • Plan for 6 sets of Shackles, meaning 18 people need to yoink chains
      • Assign every player except your 2 tanks
      • In your assignments, specify which shackle each player is doing – left, center, right
    • When these come out, everyone in the raid should stack near the center of the room
    • Drop a Warlock’s Gateway from the middle Shackle, to the back of the room
    • The assigned 3 person team should all click their Shackles, and wait for the RL to call out
    • Have these people click the gateway, which’ll shoot them to the back of the room & break their Shackle
      • Raid Leader calls out which player goes when. Ensure there’s enough time between breaks for the healers to stabilize the raid

    • Pop DR cooldowns during this. Barrier, AMZ, Devo, etc. This’ll help keep the raid healthy
    • Get through all 3 Shackles as quickly as possible, because if Hellscream gets a tick off, you wipe
  • The real pain in the ass is that you can have Shackles overlap with adds
    • When this happens, obviously still kill the adds, but prioritize getting Shackles done ASAP
    • You can survive being slow on adds, you cannot survive being slow on a Shackle
    • This overlap always happens at 4:20. See GIF below for example

  • Aside from that, don’t mess up heroic mechanics. Dodge swirlies, dodge Torment, survive the dance, etc.

Mythic Remnants of Ner’zhul Boss Guide

July 17th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides
Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • Shatter causes the piece of armor that fell off, to duplicate specific casts the rest of the encounter
    • 80% = Helm
      • The helm will float around the room, and duplicate Suffering
      • Every time the boss casts Suffering from this point, the Helm will target whoever is closest, and cast a second Suffering
      • While this can be dangerous, it can also be useful to aim & pop extra Orbs of Torment
    • 60% = Gauntlet
      • Duplicates Grasp of Malice
      • Shoots a fourth line every time Grasp of Malice occurs, aimed in a random direction
      • Need to keep a close eye on where the floating Gauntlet is, as the extra line reduces how much safe space you have
    • 30% = Rattlecage (chest)
      • Duplicates Malevolence
      • Puts a third Malevolence orb on top of the floating chestpiece
      • Cannot dispel this, it just explodes & knocks back after 21 seconds
      • Have to pre-position this using timers, stand as close to the chestpiece as possible, with your back towards the largest section of the room available
  • Orbs of torment come out in pairs of 2, and their random AoE damage is increased substantially
    • These actually become the largest source of raid damage for the encounter, so falling behind on orbs can easily wipe you

Strategy

  • Comp – 2 tanks, 5 healers, 13 DPS
  • Early on, the fight starts the same as heroic
    • Changes start when he hits 80%, and the first Shatter occurs
    • Basic things stay the same – don’t get hit by swirlies, don’t get hit by Grasp of Malice, don’t die to Suffering, etc
  • However, we do recommend one relatively major change – how you handle Malevolence
    • Instead of dispelling one at a time, bouncing all over the place then recovering and repeating, we instead recommend dispelling BOTH at the same time with Mass Dispel
    • Have both players with Malevolence basically stack together near the edge of the room
    • Each MUST have their back facing towards the middle of the platform
    • The rest of the raid must still move towards the Malevolence players
    • Once everyone is in position, have a priest Mass Dispel, which’ll remove both debuffs at the same time
    • This’ll actually just cause the knockbacks to happen simultaneously, as if only one was dispelled
    • By doing this, you’ll only get knocked back that once, and have full control over timing and location
    • The damage from this does hurt a fair amount, so you’ll want to pop a raid CD to keep everyone stable
    • A note here – the further outside player does NOT always get knocked towards the middle, and sometimes instead gets knocked outwards off the edge
      • To combat this, always make sure of the debuffed players, the outside person has some type of displacement ability
      • Blink, Disengage, Shadowstep, Warlock Portal, etcw

  • After the 80%, you’ll want to carefully position whichever tank isn’t holding the boss, to be closest to the Helm right before Suffering
    • This’ll help ensure that tank is the one targeted, allowing you to aim the lazer at will
    • If there’s no extra Orbs of Torment you need to zap, shoot the lazer off to the side away from the raid
    • If there ARE Orbs that the primary lazer from the boss won’t hit, try to position yourself to shoot it

    • The rest of the raid needs to keep a close eye on where the Suffering lazers are aiming – do not get yourself hit
    • To that end, we recommend putting raid markers on your tanks so the rest of the raid can more easily identify where the lazers are going
    • This’ll be a recurring thing the rest of the fight – make sure to pay attention
  • At 60%, the Gauntlet breaks off. From this point on, whenever Grasp of Malice is cast, you’ll get a fourth line on the ground, but decentralized
    • The Gauntlet just floats around, so this extra line can come from anywhere and face anywhere
    • Just need to pay attention
    • We’ve included two examples of how the Gauntlet’s extra line interacts below:

  • From here, you’re playing rinse and repeat until the 30% Shatter
    • Run Malevolence out together, Mass Dispel when called
    • Dodge swirlies
    • Dodge Grasp of Malice
    • Don’t get hit by Suffering
  • An absolutely vital part of your success here is handling the Orbs of Torment
    • Remember, these put out debuffs on the raid. 
    • On Mythic, this ticks for 8700 damage every 3 seconds, lasts 12 seconds
    • 3 debuffs go out at a time, per orb
    • Each orb sends new debuffs every 6 seconds
      • There’s also a 6 second waiting period before the first debuffs
    • Because of how quickly these go out, and how much damage the debuffs do, ensuring you properly hit the Orbs with Suffering, then kill them ASAP, is paramount to your success on this boss
    • If you miss orbs, and end up with 4 up at the same time, you’re all but certain to die
    • And don’t forget, even AFTER you kill the orb, it’ll keep casting Torment until you yeet it off the side
    • Make sure to communicate as a raid when you’re going to throw an orb off, vs when Malevolence is about to be dispelled. You don’t wanna get knocked off the edge accidentally
  • Once you reach 30%, pop Bloodlust immediately
    • Dodge the swirlies from Shatter. You’ll have 3 waves of them come out here, covering most of the room. Watch your feet

  • By this point in the fight, the Aura of Spite is also ticking hard as hell. 
  • You’ll want to use DR healer CDs whenever Malevolence is about to be dispelled, as the damage from that plus Aura of Spite can easily kill people
  • Watch your timers. When the extra Malevolence has ~3s left before exploding, position yourself underneath it so you can control where you’ll be knocked back

  • Once lust falls off, don’t be afraid to pop healer throughput CDs as needed here, keep the raid stable
  • Dodge the swirlies that keep coming out, dodge the Grasp of Malice, don’t get lazered, and go collect your purples

Mythic The Nine Boss Guide

July 17th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides
Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • Fragments of Destiny now occurs the entire fight, instead of just phase 2
    • Also, 4 debuffs go out each time instead of 3
  • Phase 2 starts at 20% HP on one of the first bosses, instead of 15% in heroic
  • Skyja’s Word of Recall will now also call Kyra or Signe, making whichever is called use their 100 energy ability, meaning Wings of Rage (the suck + explode), and Reverberating Refrain (the push + explode)
    • These alternate each Word of Recall
    • Occurs every 37 seconds
    • Kyra first, then Signe, then Kyra, etc
  • Failing a Wings of Rage or Reverberating Refrain will 1 shot you
  • All the regular Val’kyr abilities are amped up. Failing any is just bad news bears and likely results in your death, or a wipe.
    • Meteor should go to melee, don’t ever miss a soak circle, don’t ever get hit by someone elses circles, don’t get hit by a line, move the boss out of the shield
  • After Skyja lands, she’ll cast Resentment on the raid about every 24 seconds. This has 12 seconds of uptime, and ticks hard as hell
    • This makes up the vast majority of damage in the fight, and you’ll be ticking down half the time Skyja is in the fight

Strategy

  • We recommend 2 tanks, 5 healers, and 13 DPS
  • Use Bloodlust either on pull, or as soon as Skyja lands. Both are viable, do whatever works best for your guild
  • Nothing really changes in stage 1 from heroic, outside the fragments of destiny
    • To handle these, we recommend having all 4 affected players run to the edge of the room together
    • Your raid leader should pick 1 person who’ll be the final player with debuffs, meaning the person the puddle drops from
    • Dispel the other 3 players one at a time, ensuring the debuff jumps on someone who still has stacks, ideally onto the assigned person
    • Take it slow, make sure to end with all 4 stacks on one person
    • Your raid leader, or the healing officer, should really be in charge of callouts for this. Who’s dispelling who, when. Don’t just yolo it, or you risk wasting time with extra jumps from the debuff

  • Once Skyja lands, blow up Kyra and Signe as quickly as you possibly can
  • As you kill off Skyja, you’ll go through a lot of different combos of the Val’kyr abilities. Some overlaps are far more dangerous than others
    • There are some overlaps that are very dangerous, so we wanted to touch on them
  • Bad overlap (2:35) – Big Bombs & Shield
    • While in a vacuum, having a couple people with giant purple circles running away, at the same time the raid has to move for the shield, isn’t too big a deal

  • However, you can get this Word of Recalled, replicating it. This means moving away from a second shield, with more giant bombs to run away from, all while the raid is ticking down from Resentment. That much movement = bad time. Blow a healer throughput CD when this happens to help keep the raid stable
  • Bad Overlap (5:00)
    • Soak circles + small bombs + Meteor
    • This is just dangerous as hell. You’ll have the 4 soak circles, the small bombs, and the meteor
    • Just sacrifice the Meteor target tbh, you didn’t need them anyway
      • If you’re lucky, this target will be an immunity class and they can pop that
      • If you WANT to try and deal with this meteor, it’s spicy. 6 people get small circles, plus 4 small soaks, means only 10 people are left to help soak including the target. Bring the meteor to melee, and everyone who is left to help, collapse and help
      • Or, to reiterate, sacrifice the person and brez them if you need them
      • In the gif below, we got lucky and the meteor was on a pally, who bubbled. We would have sacrificed them otherwise.

  • Because of Resentment, once Skyja has landed, the raid damage stays pretty damn high. Any time heavy movement is required, and the healers start to fall behind, don’t be afraid to pop a CD
    • The Kyra or Signe Word of Recalls are great times to prioritize healer CDs for, as the whole raid has to move for several seconds during these, meaning healers can’t fully plant their feet
  • Don’t stand in bad, nuke boss, collect loot, then cry because the next bosses are a huge step up from the first 3
  • Below, we’ve typed out the timeline of all Val’kyr abilities. Your timings may differ a bit, this is based on our first kill. Skyja lands at 1:20, and we documented everything after that point

Valkyr Timeline

Boss 3 landing = 1:20

  1. Lines & meteor – 0:22
    1. Small bombs – 0:33
  2. Small soaks 2:05
    1. Big Circles + shield – 2:10
    2. Word of Recall 2:35
      1. Big circles + shield + small soaks
      2. Old shield still up during this
  3. Kyra wings of rage – 2:50
  4. Lines & meteor – 3:20
    1. Signe – 3:34
  5. Recall – 3:45 – lines, meteor
  6. Kyra – 4:07
  7. Soaks – 4:33
    1. Small bombs 4:40
    2. Meteor + Signe – 4:45
  8. Word of recall – soaks + small bombs + meteor – 5:00
  9. Kyra – 5:23
  10. Big bombs – 5:45
    1. Small bombs – 5:52
    2. Shield & Signe – 6:00
  11. Word of Recall – big bombs, small bombs, shield – 6:13

Mythic Eye of the Jailer Boss Guide

July 14th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides
Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • Hopeless Lethargy
    • Puts a debuff on 3 random players
    • Denoted by a greyish circle animation around the targets, along with an arrow above your head
    • Anyone within the circle takes 5500 Shadow damage per 1.5 seconds
    • Also slowed by 50%
    • Happens periodically whenever you’re fighting the Eye
  • Scorn & Ire
    • Debuffs go out during Stage 2, while fighting the Deathseeker Eyes
    • Each player in the raid gets 1, either Scorn, or Ire
      • You get your first debuff based on whichever add you’re within 70 yards of
      • If you’re within 70 yards of both, your debuff is random
      • Because of this, you can control who gets which debuff by simply assigning people to be near where each Deathseeker Eye spawns

  • Both debuffs work the same way – deal 1k Shadow every 1.5 seconds for 9 seconds
  • Gain a new stack every 8 seconds during this phase, meaning the damage ramps up over time
    • You continue getting new stacks based on which add you’re near
  • If you run into a player with the opposite debuff, you each explode and die
    • This explosion also does 41k Shadow damage to all other players
  • Deathseeker Eyes
    • These need to be tanked a minimum of 55 yards away on mythic, or Shared Suffering triggers & wipes the raid

 

Mythic Strategy

Composition

  • We recommend 2 tanks, 4-5 healers, and 13-14 DPS. There’s two different ways to handle stage 2, which dramatically alter the healing requirement. In general, you’ll likely be able to defeat this with 4 healers, so start with that. Only add the 5th healer if neither option below works for your raid.

Stage 1

  • Largely the same as heroic, with a couple notable things
  • Players with Hopeless Lethargy should move away from the group, towards an edge. Make sure you don’t run into people
  • When the Stygian Abductor casts Dragging Chains, all non-tank players who don’t have Hopeless Lethargy should help soak the circle, and help split the chain pull
    • Having less than 10 soak will likely cause people to be yoinked off the side
    • Use movement abilities here like Stampeding Roar or Wind Rush Totem, if available
  • Tanks need to make sure they’re using mitigation properly when Deathlink is cast – the more damage you take as a tank, the worse your raid gets pummeled
  • Dodge swirlies, don’t get hit by the spinning lazer, kill the add after it lands

Stage 2

  • You have two options here
  • Option 1
    • Option 1 is basically split the two adds on either side, and whatever debuff you get at the start, you stay on that boss’s side the entire Stage 2

  • By doing this, you have very little movement during Stage 2, and just sit and nuke
  • The tradeoff is you’ll get a large amount of stacks, likely up to 8-9 stacks. This hurts, and is a healing check. Kill the Deathseeker eyes before the DoTs overcome your healers
  • We recommend giving this a couple tries, and see if you have the DPS. If not, use option 2 listed below for a few weeks. Try Option 1 again as your raid continues to gear up
  • As the damage ramps up later on with this option, don’t be scared to pop healer CDs. The damage gets pretty nutty, so keep yourselves alive
  • Option 2
    • This involves swapping which sides the raid is on at 4 stacks of the debuffs. Everyone except the tanks will move to the opposite add, causing your debuff to swap, which resets your stacks back to 1
      • The biggest benefit here is a substantial reduction in damage intake by your raid, making it far more easy to 4 heal, and allowing you to 4 heal with lower overall raid DPS
      • The downside is a lot of additional movement & downtime
    • The players on the Scorn side should take a wide loop towards the bottom of the room, and move to the Ire add
      • The Ire players should use the harpoons to lob themselves to the Scorn add
      • This way, there’s no chance of people accidentally crossing paths
      • Do this once per occurrence of Stage 2, when the raid has 4 stacks of their respective debuffs

  • Regardless of which option you choose for dealing with stacks, the player with Desolation Beam should just move off to the side a bit. Make sure you’re away from other players and nobody is inside your circle
  • Make sure to drop the goop puddles from Spreading Misery towards the edges of the room

Stage 3

  • Pop lust immediately upon entering stage 3, OR, at the 6 minute mark into the fight
    • The 6 minute mark is nice because it means all 2 and 3 minute CDs should be available
  • Handle everything else like in Phase 1. Don’t eat swirlies, Hopeless Lethargy people move away, don’t get lazered, tanks stay healthy for Deathlink, move away with Desolation beam, everyone help soak the Dragging Chains
  • Immediate Extermination ticks for 16k Shadow every 6 seconds, and reduces the raid’s healing taken by 10% per stack
    • Kill the boss before you can’t heal the raid
    • Healers should use whatever CDs they have left as this stage progresses to try and keep everyone stable as long as possible

Mythic Tarragrue Boss Guide

July 14th, 2021

Written and produced by Crzypck

Special thanks to our consultant: Tagzz

← Back to Guides

Disclaimer: This guide assumes you know and understand how to defeat the heroic encounter, and as such will not be talking about basics of the boss itself. This is intended to teach you the differences between heroic and Mythic, and how to defeat the Mythic version. If you need a refresher on the basics of the encounter, please visit our heroic guide. 

Mythic Changes

  • Remnant of Forgotten Chains
    • This now creates 2 soak circles per occurrence, meaning double the amount of negative effects coming out
    • The individual debuffs from soaking are also now permanent
    • On PTR, this was cast at 0:50, then every 30 seconds for the duration of Phase 1
    • You can reasonably expect 5-6 casts of this, before you push the start of Phase 2
    • As such, you’ll be looking at 50-60 debuffs to spread across the 20 person raid
  • Unstable Form
    • This is one of the Anima Powers you’re able to obtain for this fight
    • It’ll periodically remove 1 stack of a debuff on you
    • Since the debuffs from soaking are permanent, this effect is extremely powerful because it’ll remove stacks over time

Strategy

  • Lust on pull
  • Basically everything gets handled like you did on heroic, except the Remnants of Forgotten Chains
    • You’ll want to at least partially plan out soaks
    • Have your tanks as first priority to soak Soulforge Heat, as they’ll already be taking large amounts of damage
    • You’ll likely want someone to help the tanks soak later on, and don’t really want them getting more than 10 stacks of Soulforge Heat
  • Have 2-3 people take the Unstable Form Anima Power, including a tank or 2 if possible
    • Then, prioritize these people as your soakers for the rest of the circles
    • Outside those people, have the rest of the raid help as much as possible. Cap stacks any one non-tank player has at 5
  • Make sure to have players with the Ever-Beating Heart soak the chain, just like heroic
  • Dodge bad things, spread for the fear, and do the Mist dance
  • Once the boss reaches 10% HP and casts Jailer’s Gaze, your tanks should kite like mad – stay away as long as possible and blow all available CDs when the boss gets close. The longer the boss is chasing tanks, the longer full DPS uptime your raid has